that sucks though, it's too bad there wasn't a way to change the ally spawn parameters. In pvp it makes sense to have team members spawn in their own corners, but perhaps for realms mode it might make sense to have them spawn closer together...

or have some kind of parameter that if there are this many reinforcements, the ally could just get plopped down beside the main player.

There just needs to be a way for the game to recognise the starting order in conjunction with the starting positions between wizards and mercs, Or define an absolute limit on the distance between starting mercs and the possible starting positions of opposing wizards.. Maybe a couple of lines of code could remedy this issue?

10 REM don't place wizards in starting positions that can be attacked before they have moved20 IF a unit occupies a starting position that can be attacked before it has moved GO TO 10

From a realm designer perspective, when designing realms of high difficulty where lords are fully allied-up: the time investment in trying to responsibly curate battles is pretty insane. For instance, on average, I will setup a battle, test that battle for 1v1 (and with an ally when the button is re-implemented), and then retest and retest until a map suits the needs. In the realm creator, this is an incredibly awkward process and seriously requires a certain level of obsessiveness to undertake. On average, due to the tendency for maps to be too small, I will do this:

Forest battles: 8+ times before finding a mapMountain battles: 10+ times before finding a map (and more often than not I give up)Plain battles: 4+ times before finding a map (though usually due to topography, not size)Citadel battles: 6+ times before finding a map

Considering that the realms usually have 8+ battles in total, the commitment is kindof insane.

And then, there's some things you can't really predict or control entirely, such as the placement of allies that get called in.

Totally get and appreciate any time a player puts in to designing a realm.

They shouldnt have to go to such lengths. The clunkiness and unfriendlyness of the real designer are a whole other can of wriggly worms

To me and my limited knowledge of programming it should be the game that ensures this doesnt happen.

Has there been a ally called in? If yes then generate a big map and place ally in location with 7 hexes between them and any Ai mercs or Ai wizard, if this is not possible then generate a bigger map, repeat until ally and requesting wizard doesnt run the risk of getting wasted turn 1